Messages - Martijn dh

And here is the rest of the progress made last week.So I'm running quite behind on schedule to get a full demo out for NCFC. To cut some corners I'll be using placeholders enemies (for now), cut the Moldorm bossfight tweaking (for now) and push building the Mansion F1 rooms past the first october demo. The reason I still plan on releasing a demo october 1st is to allow anybody who want to help test the option to do so.

Just a quick question:Are the sideways bookcases in the attached screenshot distracting?I've added some space between them and the other bookcases, but I'm still doubting myself on this one. Outside input is welcome.

0.18.52 (10 september 2017)* Added pushable windrooster statues* Added first of a series of statue puzzle to the garden* Added conditional blocking objects* Added graves

0.18.53 (11 september 2017)* Found and fixed small memory leak in an idle animation* Tweaked some of the garden transitions* Added more statue puzzles to garden* Made more progress retiling all the overworld area's* Improved consistency grid collision systems

0.18.54 (12 september 2017)* Made more progress retiling all the overworld area's* Made more progress on mansion garden* Removed several (now) obselete tilesets* Added text to garden graves

0.18.50 (3 september 2017)* Gibo cloud can no longer get stuck around corners* Made more progress retiling overworld* Expanded red boomerang to also bounce off walls* Red boomerang can be recalled mid flight (and eager to get feedback on it's gamefeel)* Fixed issues with boomerangs not correctly collecting items

Hello again. Work started back up again properly last week, but I just wanted to let people know I'm back at it more seriously now. Also, I made a personal schedule in preparation for the NCFC participation (since I know some of you like it when there is progress to follow).

If anybody wants to contribute with spriting, music or testing in order to make the NCFC entry even better be sure to send me a message.

I'm still alive. Sorry for the month of absence. I needed some time away from the project, but I'm back again. (Check the attachements for new screenshots). And if anybody want to help testing the new dungeon and mechanics I'm working on feel free to reply or send me a PM. The NCFC will probably be happening in a couple of months so any and all help to get the next release done before then is greatly appreciated!

Yes! Finally finished the swimming mechanics as seen on the attached image. (I might still tweak it a little based on feedback, but for now it's done). Time to pick a new challenge to tackle next week.

PS: I've also added a simpler cave right of the starting area for the player to find the flippers. The Moldorm cave has been shifted to the lower right of the map.

0.18.40 (2-4 juni 2017)* Made decent progress on the tilesets for the overworlds (now about half way finished)* Fixed depth issue with shadows during death

0.18.41 (5 juni 2017)* Added triangles to deep water surfaces* Made it so you can moothly swim from one deep water area to an (adjacent) other one

0.18.42 (9-10 juni 2017)* Made progress on the overworld tileset* Expanded ligth world visuals* Expanded the overworld with a makeshift swimming area* Mechanics now account for running directly into deep water* Changed projectiles being blocked by deep water* Made it so you also get proper hurt recovery time while swimming* Edited swimming speed / gamefeel a little more* Fixed various other smaller bugs with swimming mechanics* Fixed visuals Ku/River Zora* Made it so Ku/River Zora will now damage swimming players on contact

0.18.43 (11 juni 2017)* Finished documenting all variables used in software* In dungeon 1 and 2 you can now activate shortcuts to/from the dungeon entrance. (Mainly added because the bosses are already hard enough).* Made more progress retiling using new tilesets

@Theforeshadower: Still working on the swimming mechanics. It turns out adding it to my existing collision system is a bit of a headscratcher, but I'll get it done eventually.See the screenshot for the current situation.

And here is the latest progress report:Good progress was made on the swimming mechanics, but it's not yet finished.

Sorry Theforeshadower, but it needs a little bit more polish before I can send it out. Specificaly: I kinda didn't realise water in the overworld used slanted edges , whereas my water mechanics (so far) only take rectangles into consideration. If that makes sense. I feel kinda silly for missing it.I could send what I already have, but the water looks very much out of place in the overworld without custom tiles. So it's not ready it yet to bother your streamfollowers with I think. I'll toss it over as soons as it's also fixed.

For all: I DID add a diving mechanic. This also wasn't in the original appearantly (Not sure what was up with my memory this week), but I really like the results so I'm keeping it in. As it uses the action button diving will replace the faster swimming motion from the original.